CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage)
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1 CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) CASTLE WALL (6 damage) THICK CASTLE WALL (8 damage) THICK CASTLE WALL (8 damage)
2 CASTLE WALL (6 damage) CASTLE TOWER (6 damage) CASTLE TOWER (6 damage) ATTACKER SPECIAL EVENT FIRE FROM THE SKY CASTLE TOWER (6 damage) CASTLE TOWER (6 damage) All attackers who can make ranged attacks do so. ATTACKER SPECIAL EVENT FIRE FROM THE SKY All attackers who can make ranged attacks do so. SURGE OF STRENGTH! Increase your hand size to seven. This card is now in play and not part of your hand any longer. Every time a defender unit is killed, place a token on this card. On the third kill, the surge passes and the card is discarded, returning your hand size to six. SECRET PLANS! Play this card to draw three cards into your hand. You must keep your hand size at six or under.
3 DEFENDER: PIKEMEN DEFENDER: ENGINEERS DEFENDER: WIZARD May heal 1 heart of damage to any unit as a regular Attack DEFENDER: PRIEST DEFENDER (SPECIAL): GRYPHON DEFENDER (SPECIAL): STONE GOLEM DEFENDER (SPECIAL): KNIGHTS DEFENDER (SPECIAL): DWARVES REQUIRES NO DEFENDER (SPECIAL): CASTLE STAFF May remove 1 from up to 2 units apiece in the courtyard as a regular Attack
4 DEFENDER: MEN-AT-ARMS DEFENDER: MEN-AT-ARMS DEFENDER: MEN-AT-ARMS DEFENDER: MEN-AT-ARMS DEFENDER: MEN-AT-ARMS DEFENDER: MEN-AT-ARMS DEFENDER: ARCHERS DEFENDER: ARCHERS DEFENDER: ARCHERS
5 DEFENDER: ARCHERS DEFENDER: PIKEMEN DEFENDER: PIKEMEN DEFENDER: CROSSBOWMEN DEFENDER: CROSSBOWMEN DEFENDER: CROSSBOWMEN DEFENDER: PIKEMEN DEFENDER: ENGINEERS DEFENDER: ARCHERS
6 DEFENDER: ARCHERS DEFENDER: CROSSBOWMEN DEFENDER: MEN-AT-ARMS USE YOUR SPELLS! USE YOUR SPELLS! CRITICAL WIZARD MAGIC The Wizard and the Priest may both cast a spell. The Wizard may REPAIR a wall for 2 points of damage or Throw a FIREBALL as a, Damage 3 Attack. The Priest may HEAL up to 3 points of wounds (on any units) or may INVIGOR units by removing up to 5 tokens from any single unit or combination of units. The Wizard and the Priest may both cast a spell. The Wizard may REPAIR a wall for 2 points of damage or Throw a FIREBALL as a, Damage 3 Attack. The Priest may HEAL up to 3 points of wounds (on any units) or may INVIGOR units by removing up to 5 tokens from any single unit or combination of units. The Wizard may either: Summon DWARVES into play (if the card is in hand); Summon a STONE GOLUM into play (if the card is in hand and the Dwarves are in play) Command a STONE GOLUM to REBUILD a wall (if the STONE GOLUM is in play) - replace a destroyed wall adjacent to the GOLUM. ATTACK EVERYTHING! ATTACK EVERYTHING! EXECUTE THE PLAN! Every defending unit may make one regular nonmagical attack. Every defending unit may make one regular nonmagical attack. Any or all units can move to any location.
7 USE YOUR SPELLS! USE YOUR SPELLS! CRITICAL WIZARD MAGIC The Wizard and the Priest may both cast a spell. The Wizard may REPAIR a wall for 2 points of damage or Throw a FIREBALL as a, Damage 3 Attack. The Priest may HEAL up to 3 points of wounds (on any units) or may INVIGOR units by removing up to 5 tokens from any units. The Wizard and the Priest may both cast a spell. The Wizard may REPAIR a wall for 2 points of damage or Throw a FIREBALL as a, Damage 3 Attack. The Priest may HEAL up to 3 points of wounds (on any units) or may INVIGOR units by removing up to 5 tokens from any units. The Wizard may either: Summon DWARVES into play (if the card is in hand); Summon a STONE GOLUM into play (if the card is in hand and the Dwarves are in play) Command a STONE GOLUM to REBUILD a wall (if the STONE GOLUM is in play) - replace a destroyed wall adjacent to the GOLUM. CRITICAL PRIEST BLESSINGS The Priest may either: Summon the KNIGHTS into play (if the card is in hand ) Summon a GRYPHON into play (if the card is in hand and the KNIGHTS are in play); Use a GRYPHON FEATHER to RAISE THE DEAD: Put one dead unit back into play in the Courtyard, providing the GRYPHON is in play. REORGANIZE THE NORTH AND EAST WALL! Any or all units on the north and east walls (or connected Towers) may move to the courtyard. Any or all units in the courtyard may move to the north and east walls (or connected Towers). REORGANIZE THE SOUTH AND WEST WALL! Any or all units on the south and west walls (or connected Towers) may move to the courtyard. Any or all units in the courtyard may move to the south and west walls (or connected Towers). NORTH AND EAST WALLS ATTACK! Any or all units on the north and east walls (or connected Towers) may make a regular attack. SOUTH AND WEST WALLS ATTACK! Any or all units on the south and west walls (or connected Towers) may make a regular attack. SPECIAL UNIT ATTACK! Choose two special unit cards to take action: KNIGHTS: Heroic Charge Execute their attack; any units on the same location lose all Tired tokens. GRYPHON attacks and removes one wound from up to 2 units of your choice. DWARVES: Repairs the wall they are on and Attacks CASTLE STAFF: Removes 1 Rest from everyone in courtyard GOLEM: Hurls a rock, Strength 3, hits anyplace in game
8 TACTICAL ATTACK! TACTICAL ATTACK! MAKE REPAIRS! All defenders on one wall may make regular attacks at +1 Strength. All defenders on one wall may make regular attacks at +1 Strength. All units with repair icons may repair walls they are on or adjacent to. They repair 1 token of damage per repair icon. Units in the courtyard can reach all walls. All regular units in one wall may also make repairs, 1 point apiece, repairing the wall they are on, but only if no enemies are adjacent to them. TOWERS LET FLY! EMPTY THE WALLS! TO THE WALLS! All towers may make an attack. All units from two walls of your choice may move to any location. All units from the courtyard may move to any location. Any Engineering units in the Courtyard may make repairs on the walls. CHARGE! Any unit may move to one wall (choose which wall) and make an attack at +1 Strength
9 ATTACKER: GOBLINS ATTACKER: HOBGOBLINS ATTACKER: SKELETON ARCHER ATTACKER: OGRES ATTACKER: TROLL ROCKTHROWERS ATTACKER: GIANT HOGRAMS ATTACKER: DRAGON ATTACKER: NERCROMANCER ATTACKER: GOBLINS When in play, increase draw from 3 to 4 cards per turn.
10 ATTACKER: GOBLINS ATTACKER: GOBLINS ATTACKER: GOBLINS ATTACKER: GOBLINS ATTACKER: GOBLINS ATTACKER: GOBLINS ATTACKER: HOBGOBLINS ATTACKER: HOBGOBLINS ATTACKER: HOBGOBLINS
11 ATTACKER: HOBGOBLINS ATTACKER: HOBGOBLINS ATTACKER: SKELETON ARCHER ATTACKER: SKELETON ARCHER ATTACKER: SKELETON ARCHER ATTACKER: OGRES ATTACKER: OGRES ATTACKER: OGRES ATTACKER: TROLL ROCKTHROWERS
12 ATTACKER: GIANT HOGRAMS ATTACKER: TROLL ROCKTHROWERS ATTACKER: TROLL ROCKTHROWERS ATTACKER SPECIAL EVENT REGENERATE ATTACKER SPECIAL EVENT HOG FURY ATTACKER SPECIAL EVENT REINFORCEMENTS All Goblins and Trolls lose one wound. If there are no Goblins or Trolls in play, return this card to the middle of the deck. Any HogRams make an additional attack. If there are no HogRams in play, or there are HogRams in play but not close enough to attack, return this card to the middle of the deck. Take six (or whatever is available) dead Attackers from the top of the discard pile and return them to the bottom of the Enemy deck. Then remove this card from the game (don't put it in the discard deck). ATTACKER SPECIAL EVENT REINFORCEMENTS Take six (or whatever is available) dead Attackers from the top of the discard pile and return them to the bottom of the Enemy deck. Then remove this card from the game (don't put it in the discard deck).
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